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Wiki+ page: Races

Everyone born under the Nor’Ovan sun is born as some form of race. Just as there are various racial divisions in Earth, there are many in Nor’Ova. However, there are far more races in Nor’Ova than in Earth. Some races get along fine with one another, some races hate one another. There are racial tensions, admiration, and variations of culture. The race you pick for your character is entirely up to you, and any race may use any skill. However you will soon find that some races are better suited at using certain skills, such as a xodian being best suited for magic, while some races have a hard time with certain skills, such as an orc taking a longer time to master skill sets.

Here in the next few pages you will be presented with a list showing the many races and providing you with some quick information about each one of them. Following the list you will find pages of information on every single race, detailing their life cycles, their positives and negatives, and more. You should choose carefully the race you want to play based on the skill types and play style you are most interested in. You should study not only their racial stat maximums, but also their positives and negatives to make sure you will enjoy playing that race. You should also take heed into how they react with other races, and if playing in a group try to make sure your race will get along with everyone in the group. Be certain to record all the information that is useful to you; not only their weights and builds, but also their skills and food requirements. It is up to you to know about your race. The GM will be busy with many races and may not remember everything about your particular race.

Reading the Race Information Charts

At the top of each race information page is a chart describing the basics of the race. Here is a guideline on how to read the chart.

Build: This is your character’s body type. Build is used in determining your character’s weight and lifting limits.

Race: This is the name of the race. This is what you would write in the Race field on your character sheet.

Racial Maximums: This is the maximum stat caps that race allows for. The maximum number should go into the Race Maximum field located with each of the six main stats on your character sheet.

Builds: This is where you will find the build ranges for that race. You choose the build that you want from this range and record it in the Build field on your character sheet. S = Small, M = Medium, L-B = Large-Buff, L-F = Large-Fat, D-S = Dwarf-Small, D-M = Dwarf-Medium, O-L = Orc-Large, D-L = Dragon-Large.

Weight Ranges: This is where you will find the weight ranges for that race. These ranges are categorized based on the build you had chosen. Once you have determined the weight you wish for your character, record that information in the Description field on your character sheet.

Height Ranges: This is where you will find the height ranges for that race. These ranges are categorized based on the gender you want for your character. Once you have determined the height you wish for your character, record that information in the Description field on your character sheet.

Life Expectancy: This is how long this race can typically live to be. There is usually a different life expectancy per gender. Choose the life expectancy that fits your gender and record this information in the Life Expectancy field on your character sheet. When choosing your character''s age you should consider the race''s life expectancy and lifespan.

Genders: This shows the type of genders available for that race. You would record which gender you want for your character in the Gender field on your character sheet.

Concerning Half Breeds and Mix Breeds

Some races are able to combine into half-breed races. If you are desiring to play such a half-breed, first check with the GM and if the GM agrees you simply need to take half of each parent race's bonus, ranges, and such and add them together to get your new race stats. When dealing with skills, your mix breed race will likely not carry any of the racial specific skills, unless those skills are used by both races. For other skills, your half-breed race will acquire them at half of their mastery rate.

An example would be a half elf, using cosmopolitan human and silver elf. You would take of each item for each race and add them together. Below is what you would get:

Race List

Wiki+ page: Changes to Races

This page details the changes made to races for the Saga of Ablution Campaign. If you are playing a standard game or any other campaign, the information on this page does not apply.

Core Races

Not every race survived the terrible Ablution Event. Here are the races that did survive into the Fifth Era. You can read more about those races in the Core Rule Book.

Humans: The human races are ingenious, creative, and highly adaptable. It would take far more than a great magic apocalypse to fully kill them off.

Deztunians: While most of the deztunian race found themselves teleported to Xodod during the Ablution event, some did survive. Those that did survive had their very runic soul ripped from them and became runeless. Any decendants of theirs, including half breeds, were also found to be runeless. As a result, any Deztunian alive in the Fifth Era is runeless and can only use photomancy, shadowmancy, or audiomancy.

Talusians: Talusians have found survival in the Fifth Era very difficult. While they weren't stripped of their runic souls like Deztunians were, their ability to shapeshift has become quite unstable. As a result, any Talusian that shapeshifts in the Fifth Era has a 20% chance of developing a mutation or having a part of what they shapeshifted into permantely a part of them.

Xodians: The xodian race are made to endure, but their numbers are waning. The terrible fear over xodians and the hunting down of xodians since the fall of Taal Zodo hasn't helped matters much. Thankfully the xodians look human enough to hide.

Elves (wood, dark, plains, Rune): The main elven races survived primarily because they were wise enough to know the danger that was coming. Only the ascian elfs were not so lucky. Being formless, the Ablution Event ripped them apart and they ceased to exist.

Dwarfs: Being natural residents of the underground mines and caves, the dwarven races were largely spared.

Beast Men (cathar, canid): Most of these races died off during the Ablution Event. The few that survived did so as slaves and it is their descendants that continue on their races to this day.

Gnome, Goblin: These two races survived very much in the same manner as the dwarves. Being natural residents of the dark places of the world, they were largely spared by the Ablution.

Angerians: The angle-like race survived alongside the humans. Their numbers are much smaller than in the past but they still endure.

Fae: The Fae race that lives in the Fifth Era has lost all touch of their fairy side and of their runic element. As a result, any Fae alive in the Fifth Era is runeless and can only use photomancy, shadowmancy, or audiomancy.

Yeti: Unlike the other orc races, the Yeti are at home in the great mountain caves and chasms of the world. This has allowed them to survive the terrible Ablution Event where their outside loving orc cousins did not.

Dragonians: Being a tough race that can survive well in the deep caves of the world, dragonians did survive, but their numbers are significantly less than before. The decendants of the dragonians are often mistaken as mutants. It doesn't help that many dragonians have various mutations.

Saurians: Being naturally resistant to magic helped them survive, even those stuck on the surface. The decendants of those stuck on the surface did face magical mutations however.

Any race not listed here did not survive the Ablution Event.

New Races

There are four new races in the Fifth Era.

Banshee: No one knows where the orignal banshees came from, though the large majority of them seem to have come from the great scar that was ripped through the Pyre Desert. It is believed by many that the original banshees were the screams of the countless lost manifested into human form. Banshees seem to resemble talusians who can't shape shift and can only use audiomancy - which they are masters of.

Celestial: Celestials are the decendants of the Light Bearers from the Light Realm and the human-kind they fell in love with. The Light Bearers came from the light realm to help their champion and leader Nikolai de'Carte and his allies during the Battle of Ablution at the end of the Fourth Era. Celestials are only capable of using photomancy, a magic similar enough to the magic of their Light Bearer ancestors.

Xenian: Xenians are the decendants of the demon-kind of Xodod and their mortal mates. Xenians are runeless and are only capable of runeless magic or the magic of their home realm, fondly named Zodomancy.

Shade: Shades are a unique race because they technically aren't ever born in Nor'Ova. They are the trapped souls of the Shadow Realm. During the Ablution, a great rift tore through the veil seperating the Shadow Realm with the Nor'Ovan Realm and many Shades crossed over. Occasionally a new shade is ripped from the Shadow Realm through a similar vortex. Shades can only call upon the power of Shadowmancy and are runeless.

2. Basic History

No one knows where the orignal banshees came from, though the large majority of them seem to have come from the great scar that was ripped through the Pyre Desert. It is believed by many that the original banshees were the screams of the countless lost manifested into human form.

4. Lifespan

Banshees have three stages of life. The first stage, which last from child-birth until they reach the age of 13, is called their childhood. During this time they are completely dependent upon their parents for support, and are still developing certain skills needed for survival.

The second stage, which last from 13 until 21 is their adolescence. It is at this stage in their life they begin trying to develop just who they are, and where they fit into this world. They also become anxious and seek more and more independence and tend to rebel against their parents. Though they are not yet considered full-fledged adults, some leave their parents in this stage.

Their final stage, adulthood, last from 22 until death. During this stage most banshees are already separated from their parents and rarely keep close ties with them. They generally have become more matured and stopped their growing and developing by now. Their death comes so suddenly that they are often found in a permanent scream.

5. Appearance

Banshees are tall, skinny, and frail. They have ghastly like appearance, sunken eyes, protruding cheek bones, and look almost dead. In fact many have confused them as being the living dead, a fact that has many banshees covering up most of what they can to blend in. Their hair color is either various shades of gray or white and their eyes are gray.

6. Living Habitat

7. Food & Sleeping Requirements

Banshees require one meal every three days, though can and usually will eat several times a day. They need to sleep at least 6 hours (one 1/2 cycle) every night or suffer from fatigue (-5 from endurance per missed hour).

8. Culture

Banshees are similar to both humans and talusians in their culture. The key difference is their family relations. As banshees grow up they also grow apart, and many forget their own kin. Who they don't forget are their friends and especially their enemies.

Banshees are not known to care about any religion as a whole. Some have chosen to worship Spector, embracing the whole "living dead" identity, while others have found other religions better suited for them. Some have even forsake the idea of gods and goddesses altogether.

9. Racial Relations

Banshees have not lived on this world long enough to have developed any real relationships with other races. Other races tend to fear them however, thinking that the banshee is a zombie. Also given the lack of real family structure, banshees are all very individualistic. It is up to the individual banshee how they treat others.

2. Basic History

Celestials are the descendants of the Light Bearers from the Light Realm and the human-kind they fell in love with. The Light Bearers came from the light realm to help their champion and leader Nikolai de'Carte and his allies during the Battle of Ablution at the end of the Fourth Era.

The Great Battle of Ablution was a apocalyptic battle of light against darkness as the free folk of Nor'Ova fought to finally overthrow the tyrannical rule of Taal Zodo and try to prevent his casting of Ablution and the merging of Xodod with Nor'Ova. The Light Bearers of the Light Realm crossed over to Nor'Ova during the great battle to aide the Nor'Ovans who were being outnumbered by the demons of Xodod and the Rube Knights. When Taal Zodo was finally defeated and the great magic apocalypse of the Ablution happened anyways, the Light Bearers found themselves trapped in Nor'Ova, unable to return to their home realm. Instead those that survived took refuge with the Nor'Ovans, and many of them fell in love with human and elven women. Their progeny became the Celestials.

3. Positives & Negatives

Celestials's are naturally runeless. They are unable to use any of the traditional magic and are frail.

Quick List of Modifiers

+2 to Success Rate+1 to Failure Rate+1 to Battle Support Actions and Battle Magic Actions+5 to Will+10 to SA+20 to Magic Power
Flat MR of 5
Magic Stability of 100%

However, they are masters of photomancy due to it being so similar to the magic of their Light Bearer ancestors, which is good because it is the only magic that they can use. Their control over the runeless magic of photomancy is unparalleled.

4. Lifespan

Celestials have three stages of life. The first stage, which last from child-birth until they reach the age of 13, is called their childhood. During this time they are completely dependent upon their parents for support, and are still developing certain skills needed for survival.

The second stage, which last from 13 until 21 is their adolescence. It is at this stage in their life they begin trying to develop just who they are, and where they fit into this world. They begin to assist their parents and other family members more as they begin to take on more responsibilities and develop great empathy for others. Some will leave their parents home to stay with a family member that needs them more.

Their final stage, adulthood, last from 22 until death. They generally have become more matured and stopped their growing and developing by now. Their death comes so suddenly yet painlessly as the very light of their soul seems to finally find its way "home".

5. Appearance

Celestials are tall, skinny, and frail. They have angelic, almost statue-like appearance, bright eyes, raised cheek bones, and look to be glowing. Their hair color is either various shades of blonde or white and their eyes are golden.

6. Living Habitat

7. Food & Sleeping Requirements

Celestials require one meal every ten days, though can and usually will eat once a day. They need to sleep at least 4 hours (one 1/2 cycle) every night or suffer from fatigue (-5 from endurance per missed hour).

8. Culture

Celestials are similar to both humans and elves in their culture. They are also very devoted to their families and their community. Many Celestials consider their community as part of their family. As a result, Celestial celebrations and events are huge with everyone in the community invited and Celestials are often the first to sign up to defend their community.

Celestials seem to value life and morality over religion. If they see you as a good person, they will respect you. If they see you as a bad person, they will be cautious around you. Celestials are also known to give others multiple chances and are often quite naive and gullible. Contrast to what others may believe, many Celestials distrust Mogen David or at least the Church of Mogen David and the idea of Order.

9. Racial Relations

Celestials have not lived on this world long enough to have developed any real relationships with other races, however they have a natural distrust for Xenians. Other races tend to either respect them or try to abuse their innocence.

2. Basic History

Xenians are the decendants of the demon-kind of Xodod and their mortal mates. Despite popular belief, Xenians are not demons themselves, but are of the demon-kind, the natural inhabitants of Xodod changed over years to be similar to demons.

The Great Battle of Ablution was a apocalyptic battle of light against darkness as the free folk of Nor'Ova fought to finally overthrow the tyrannical rule of Taal Zodo and try to prevent his casting of Ablution and the merging of Xodod with Nor'Ova. When the portals opened to Nor'Ova from Xodod for the demon armies to pass through, the demon-kind and many trapped souls took the opportunity to also escape. Known as xenians by their demonic overlords, some of the demonkind helped the Nor'Ovans, some fought along side the armies of Taal Zodo, and some went into hiding. When Taal Zodo was finally defeated and the great magic apocalypse of the Ablution happened anyways, the demon-kind took refuge with the Nor'Ovans, and many of them fell in love with human men and women. Their progeny became the formally known as the Xenians.

3. Positives & Negatives

Xenians's are naturally runeless. They are unable to use any of the traditional magic. They are however not frail and many xenians make capable warriors.

Quick List of Modifiers

+2 to Success Rate+1 to Failure Rate+1 to Battle Attack Actions and Battle Magic Actions or Battle Attack Actions and Battle Defense Actions - bonus chosen at character creation+5 to Will+5 to SA and EP+10 to Magic Power and Melee Power
Flat PR and MR of 5
Magic Stability of 100%

Xenians as a whole are a rather split and unique race. Some Xenians continued to mate with other races, producing more and more diluted xenian offspring. Those offspring can only use runeless magic. Xenians that have mated with only other Xenians or with their own kind since the Battle of Ablution can use the magic of the Realm of Xodod, informally called Zodomancy.

4. Lifespan

Xenians have two stages of life. The first stage, which last from child-birth until they reach the age of 13, is called their childhood. During this time they are completely dependent upon their parents for support, and are still developing certain skills needed for survival.

Their final stage, adulthood, last from 14 until death. They generally have become more matured and stopped their growing and developing by now. They are also fully seperated from their parents. Having no knowledge of the rest of their family, they will sometimes unknowingly pair with distant cousins. Their death comes suddenly and painfully.

5. Appearance

Xenian men tend to be brutish in appearance, with generally thick, calloused skin. Some women of other races find them quite attractive while men find them quite intimidating. Xenian women very much fit the descriptions of a succubus and have quite the lustful appearance. Xenians as a whole have either firey-red or jet black hair, deep red eyes, and yellowed skin. Their nails are often black and thick, with their toe nails often appeared more hooved. Many xenians are also covered with a variety of mutations.

6. Living Habitat

7. Food & Sleeping Requirements

Xenians require one meal every five days, though can and usually will eat a couple times a day. They need to sleep at least 6 hours (one 1/2 cycle) every night or suffer from fatigue (-5 from endurance per missed hour).

8. Culture

Xenians are almost primitive and clanlike in their culture. Xenian parents are greatly devoted to their children while they are under the age of ten, yet become greatly estranged to them after that point. Oftentimes around that age young xenians are thrusted out of the home and some are killed. Sometimes the young kill the parents around that age. In more diluted Xenian households though it is more human like.

Xenians are often automatically considered as demonic and Zodo worshippers, though roughly more than half hate anything related to Zodo and Xodod. The rest however are indeed Zodo worshippers, but out of those less than a quarter trully behave like the demons they are assumed to be.

9. Racial Relations

Xenians have not lived on this world long enough to have developed any real relationships with other races, however many other races fear them and distrust them before ever really getting to know them.

10. Racial Skills & Abilities

This skill causes you to look more intimidating or important. It does so by temporarily increasing your Will by 5, which affects all Will based stats, and your Influence by an extra 5.

5 SA; 1 support

self

instant

1 skill points =
2 skill mastery %

50%

Damage StoreTier 1

Using this skill allows you to absorb ½ of the physical damage, having only 1/3rd of it affect your EP. This is a free action.

1 /3 rd damage to EP; Free Action

self

1d6 hours

1 skill point =
2 skill mastery %

50%

Damage RedirectTier 1

Redirect either 25%, 50%, 75% or all of the stored damage into your melee attack.

N/A

Weapon range affecting 1 target

instant

1 skill point =
2 skill mastery %

50%

Damage StoreSupport
Ability

This ability allows you to store your absorbed physical damage so that you can release it later with the Damage Redirect skill. Using this ability to store absorbed damage costs 25% of the stored damage to EP per round.

Dark SacrificeRacial Ability

With this ability the Xenian can sacrifice one stat to restore another. With each use of this ability you choose one stat to sacrifice, spending 25% of that stat to restore 15% of the stat you wish to restore. You cannot use this abilityy to restore the stat that you are sacrificing. It cost 1 support action to use this ability.

Zodomancy Magic Progression Tree

Zodomancy Spells

This spell calls upon the powers of Xodod increasing your or your ally's weapon damage by 3d12.

10 SA;
1 magic

self or ally's weapon

1d6 rounds

1 skill point = 2 skill mastery %

N/A

1

Fell Scent

This spell grants you the heightened nose of a rune beast, allowing you to smell and track by smell for up to 200 square feet away.

5 SA;
Free Action

self

1d10 hours

1 skill point = 2 skill mastery %

N/A

1

Heat Rising

This spell calls forth the immense heat from Xodod. A wave of oppressive heat rises throughout the battlefield causing your enemies to become fatigued. This spell cuts the movement rates of your enemies in half.

10 SA;
1 magic

all enemy targets

1d6 rounds

1 skill point = 2 skill mastery %

N/A

1

Dark Force

This spell calls forth the darkness of the pits of Xodod and sends it from you as a black blast of black smoke. This spell deals 3d6 magic damage to the target and knocks the target down.

10 SA;
1 magic

1 target

instant

1 skill point = 2 skill mastery %

N/A

1

Mind Whispering

This spell allows you to communicate to others through the Mind of Zodo. With this spell you can send your thoughts to others and they will hear it in their mind though the Mind of Zodo. You must use this spell for each sentance of thought you wish to send.

5 SA;
Free Action

any one you wish to send a message to

instant

1 skill point = 2 skill mastery %

N/A

2

Xodod's Corruption

This spell causes your or your ally's weapon to corrupt the target's armor so that future attacks will do double damage to the target's armor for 1d6 rounds. The effect is non-stacking with each hit from the enchanted weapon.

20 SA;
2 magic

self or ally's weapon

1d6 rounds

1 skill point = 1 skill mastery %

Xodod's Enchantment mastered

2

Xodod's Enhancement

This spell adds the effects of Xodod's Enchantment plus it causes the weapon to add the weilder's magic power to the attack.

20 SA;
2 magic

self or ally's weapon

1d6 rounds

1 skill point = 1 skill mastery %

Xodod's Enchantment mastered

2

Leech Touch

This spell causes you to leech 1d% percentage of the HP damage dealt to the target to restore your HP with. This spell is placed on your or your friend's weapon so that each time the target is attacked with the enchanted weapon, the effect will take place.

20 SA;
2 magic

self or ally's weapon

1d6 rounds

1 skill point = 1 skill mastery %

Either Xodod's Enchantment or Fell Scent mastered

2

Fell Sight

This spell grants you the enchanted sight of a rune beast, allowing you to detect life and element by sight even through obstacles for up to 200 square feet.

10 SA;
Free Action

self

1d10 hours

1 skill point = 1 skill mastery %

Fell Scent mastered

2

Brimstone's Aura

This spell surrounds you with the terrible heat of burning brimstone. Anyone who comes within 1 hex of you, friend or foe, and anyone who melee attacks you, will be dealt 4d8 magical damage.

20 SA;
2 magic

a 1x1 hex area around caster

1d6 rounds

1 skill point = 1 skill mastery %

Heat Rising mastered

2

Heat Warding

This spell makes you immune to heat and causes fire attacks to do 1/2 damage to you.

20 SA;
2 magic

self

1d6 rounds

1 skill point = 1 skill mastery %

Either Heat Rising or Dark Force mastered

2

Dark Arrow

This spell gathers the power of Dark Force into a piercing attack, attacking any target in a straight 1 hex line. 10% of the damage bypasses armor.

20 SA;
2 magic

straight line

instant

1 skill point = 1 skill mastery %

Dark Force mastered

2

Portal Stepping

This spell allows you to basically teleport, by stepping through Xodod and back into the Nor'Ovan realm, instantly. You can teleport to anywhere you can see.

20 SA;
2 magic

self

instant

1 skill point = 1 skill mastery %

Dark Force mastered

2

Dark Temptations

This spell causes the Mind of Zodo to whisper temptations to your enemy's mind. They must make a Will Check, if they fail you can give them a command that they must carry out. They get a second will check to any commands to kill themself.

20 SA;
2 magic

1 target

instant

1 skill point = 1 skill mastery %

Mind Whispering mastered

3

Xodod's Gift

This spell is both the effects of Xodod's Enhancement and Xodod's Enchantmet, increasing your or your ally's weapon damage by 3d12 plus magic power. This spell adds instant critical hit damage as well while letting you make a second critical hit attempt.

30 SA;
3 magic

self or ally's weapon

1d6 rounds

2 skill points = 1 skill mastery %

Xodod's Enhancement mastered

3

Portal Reaching

This spell allows you to attack any target you can see no mater how great the distance. The spell sends your attack through a portal to Xodod and back to where you desire the attack to happen.

30 SA;
3 magic

self

instant

2 skill points = 1 skill mastery %

Leech Touch mastered

3

Fell Speed

This spell gives you the enhanced speed of a rune beast, doubling your speed and thuse your movement rates while also granting you +1 to all of your actions for the duration of the spell.

30 SA;
3 magic

self

1d6 rounds

2 skill points = 1 skill mastery %

Fell Sight mastered

3

Zodo's Protection

With this spell you call upon Zodo to protect you and your allies. He does so by doubling your PR and MR but takes 2d20 HP damage from each of you.

30 SA;
3 magic

self and all allies

1d6 rounds

2 skill points = 1 skill mastery %

Brimstone's Aura mastered

3

Xodod Fire

With this spell you call upon the non-elemental black flames of Xodod, causing a small black flame to appear in your hands. You hurl it at your enemy using your throw range. The spell does 4d12 damage, 20% of it ignoring armor.

30 SA;
3 magic

throw range

instant

2 skill points = 1 skill mastery %

Heat Warding mastered

3

Dark Wave

This spell gathers the power of dark force, increasing its damage to 7d6, and causes it to come from you as a wave hitting everyone, ally and enemy, within 4 hexes from you in all directions.

30 SA;
3 magic

4x4 hex area around caster

instant

2 skill points = 1 skill mastery %

Dark Arrow mastered

3

Portal Bringing

This spell allows you to bring anyone who you grab onto or who grabs onto you as you teleport with Portal Stepping.

30 SA;
3 magic

anyone holding on or touching caster

instant

2 skill points = 1 skill mastery %

Portal Stepping mastered

3

Soul Calling

With this spell you call upon the lost soul of the recently departed, forcing it to rejoin with its body. This spell revives the target by all of the target's current HP, SA, and EP stats are 10% of their max or full stat.

30 SA;
3 magic

1 target

instant; must be done within 4 rounds

2 skill points = 1 skill mastery %

Portal Stepping and Dark Temptations mastered

4

Xodod's Curse

This spell gives you all of the bonuses of Xodod's Gift while doubling your or your ally's total damage. It does so by inflicting Berzerk upon the weilder of the enchanted weapon.

40 SA;
4 magic

self or ally's weapon

1d6 rounds

3 skill points = 1 skill mastery %

Xodod's Gift mastered

4

Fell Strength

This spell grants you the enhanced strength of a rune beast, doubling your strength which increases strength based stats.

40 SA;
4 magic

self

1d6 rounds

3 skill points = 1 skill mastery %

Either Fell Speed or Zodo's Protection mastered

4

Zodo's Rage

With this spell you disturb the great Zodo which angers him greatly. Everyone must make a Luck Check. Those who fail must make a 1d6 roll. If they roll a 6 they die. If not, they must roll the number rolled amount of d8 and apply that damage to their HP. If the number rolled on the d6 is a 4, then roll 4d8.

40 SA;
4 magic

battlefield

instant

3 skill points = 1 skill mastery %

Zodo's Protection mastered

4

Crimson Rain

This spell opens a portal from Xodod above the battlefield. The rain of burning brimstone that always falls upon Xodod now falls upon the battlefield, dealing 7d10 to every enemy target. Allies and yourself are not affected.

40 SA;
4 magic

all enemy targets

instant

3 skill points = 1 skill mastery %

Xodod Fire mastered

4

Damnation

With this spell you pull your selected enemy target from where they are at in the battlefield to right before you. However, you do so by pulling the target through Xodod. For each hex they must pass, they are dealt 1d10 magic damage. If they oass 3 hexes, that is 3d10. If it is 20 hexes, it is 20d10.

40 SA;
4 magic

1 target

instant

3 skill points = 1 skill mastery %

Either Dark Wave or Portal Bringing mastered

5

Forsaken's Blade

This spell gives all of the bonuses of Xodod's Gift, increases the damage dealt by 2d20, and adds a 1 in 6 chance for instant death of whomever is attacked. For the instant death chance, roll a 1d6 with 6 = death.

50 SA;
5 magic

self or ally's weapon

1d6 rounds

4 skill points = 1 skill mastery %

Xodod's Curse mastered

5

Fell Spirit

This spell grants you the runic spirit of a rune beast. When casting this spell, roll a 1d8 wiith 1 = earth, 2 = air, 3 = water, 4 = fire, 5 = life, 6 = death, 7 = time, 8 = space. The number you rolled symbolizes the runic spirit you have for the duration of the spell. If you rolled a 3 for example, you will be able to cast any aquamancy spell. You will have enough magic actions to cast any spell instantly, however you can only cast one spell a round. If you failed to cast a spell, you still loose your magic actions. The success rates for each tier level of spells starts at 95 for tier 1 and decreases by 20 per tier, ending at 15 for tier 6 spells.

50 SA;
5 magic

self

1d6 rounds

4 skill points = 1 skill mastery %

Fell Strength mastered

5

Black Pyre

This spell causes a great tall and wide pyre of xodod flame to errupt in an area. This spell affects a 3x3 hex area of your choosing. Anyone in the area but not in the center is dealt 8d12 magic damage, 10% of it bypasses armor. Anyone in the center is dealt 9d12 magic damage, 20% of it bypassing armor.

50 SA;
5 magic

a 3x3 hex area

instant

4 skill points = 1 skill mastery %

Crimson Rain mastered

6

Summon Zodo

With this spell you summon Zodo himself to the battlefield. Roll a 1d3.1 = restores the health of you and your allies completeely;2 = deals 4d% non-elemental magic damage to every single enemy;3 = instantly kills one target of choice splitting its HP, SA, and EP among you and your allies.

2. Basic History

Deztunians are a mysterious race with spider like abilities that can also teleport. It is believed that deztunians actually started out in a similar way as the Talusians, in other words as an attempt to clone and create more xodians. This time Xerxes Zodo didn't start from scratch, but instead he took a small segment of elves known as Destune Elves, infused them with xodian blood, and used the Power of Zodo to give them shadow walking. Instead, they became spider like and gained the ability to teleport. They shed their original name and became the Deztunians.

3. Positives & Negatives

Deztunian’s power of teleport has lost power over the years and now can only be used to teleport to places they can visibly see. All deztunians learn this skill at the age of 60, (approximately the equivalent of a 14-year-old human.) Once they learn it, they must practice it till

Quick List of Modifiers

+2 to Success Rate+10 to Perception %+1 to Battle Support Actions+5 to Magic Power+2 to Critical Magic %+10 to SA+1 to Initiative

they can do it with little effort. It does drain a deztunian’s endurance to teleport, but only by 5 points. Deztunians also possess small hook-like skin-colored scales on the palms of their hands, their feet, and their shin which allow them to climb up walls and walk upside down along ceilings. Deztunians have multi-faceted eyes which catch more color and visual clues than most races. They also have natural danger sense. A deztunian’s drawback is their care-free attitude, which makes them less persuasive and less liked than other races. They also suffer from varying degrees of pyrophobia, though continual exposure to fire will lessen this. Those born under the elemental sign of fire have a 50% chance of not having any pyrophobia. Fire elemental deztunians who have pyrophobia must make a will check when casting fire spells until they reach Tier 2 in pyromancy.

Deztunians benefit from a bonus of +2 to Success Rate, +10 to Perception % (can exceed 95%), +1 to Battle Support Actions, +5 to Magic Power, +2 to Critical Magic %,+10 SA, and +1 to Initiative. They also have a natural Flat MR of 10 . Deztunians have the natural ability to teleport and climb walls and because of this they make great rogues and adventurers.

4. Lifespan

Deztunians have three stages to their life-cycle; Childhood, adolescence, and adulthood. Childhood last from birth until 12. During this stage they are completely dependent on their parents and seem and look like normal humans. This is also the stage that they learn all they need to know to make it out in the world.

During adolescence, which last from 13 until 20, deztunians learn and master their short-range teleportation, begin to resemble adult deztunians, begin to take on a deztunian personality, and become more independent of their parents.

During adulthood, which last from 21 until death, deztunians fully take on the form of adults, have the deztunian personality, and are completely independent of their parents. In fact, they break all ties with their parents during a ‘Departing’ ceremony held on their 21st birthday. After a deztunian reaches this stage of life, he or she begins to age a lot slower than humans.

While the aging of a deztunian's body can be affected by various environmental and psychological situations, most follow a similar slow aging process. A deztunian will not appear middle aged until he or she is near 200 years old, nor will the deztunian appear elderly until he or she is near 400 years old. A deztunian’s death does not necessarily come when they reach their max age. It usually comes up to 10 years sooner.

5. Appearance

While as a child a Deztunian looks like a human, an adult Deztunian looks more elven. After becoming an adult other things have also changed about a Deztunian’s appearance. Their hair turns to either a dull gray if male or a brilliant silver if female. Their hair usually becomes long and thick because a Deztunian has lost the interest to keep up with it. Their nose becomes short and pug-like, and their eye color changes to a faint gray- almost white color. They develop scaly skin under their hands, feet, and on their shins that can cling to most surfaces, and they become multi-jointed.

6. Living Habitat

Deztunians like living in the mountains and hills but good luck finding them there because of their ability to hide. The only time one would usually see a Deztunian is either in the market or out causing mischief.

7. Food & Sleeping Requirements

A deztunian must eat solid food and consume water at least twice a day to keep up their energy. A deztunian must sleep at least a full night’s cycle and 1/4th of a day’s cycle. Failure to do so will cause the deztunian to be cranky, worn-out, and twice as lazy as normal. It also drains 5 points from their endurance for every occurrence.

8. Culture

Deztunian children are very compassionate while deztunian adults are carefree, sarcastic, and rude. Deztunian adults tend to enjoy watching others suffer the blunt end of their practical jokes, and love to brag and exaggerate about their latest prank. Ask a deztunian to work and he will laugh, as they rather lie around and watch other do the work than work themselves. But tell a deztunian of treasure and he will search until he dies to find it, for they have an obsession to have the rarest and most unusual items. Deztunians only celebrate stages of life and are monotheistic in their beliefs.

Deztunians make use of the family surname simply because that is the simplest way to do things, and deztunians are all about doing things as simply as possible. For first names they will typically pick the first thing that comes to mind, which more often than not leads to deztunians being named weird things.

9. Racial Relations

Deztunians are more willing to deal with other races than most races are, however often times the deztunian’s carefree attitude and practical jokes turns relations with other races sour. Deztunians are one of the few races who are not afraid of the orc. They are also one of the few human types that have managed to get along with the ascian elf. They are distrustful of the dark elf though will give them a chance. They are also tolerant of the xodian race.

10. Racial Skills & Abilities

Skill

Effect

Short-Range
TeleportRacial Ability

Allows you to teleport to areas that you can plainly see. It costs 5 EP.

Spiritual
DisplacementRacial Ability

Allows you to separate your spirit from your body and travel around as a spirit until EP wears out. IF EP reaches 0, your character dies. It costs 10 EP to activate and 5 EP per round. You must purchase this ability for your deztunian, you do not start out with it. It costs 200 skill points to purchase.

Wall ClingingRacial Ability

Deztunians can cling to walls and ceilings, allowing them to scale walls and walk on ceilings almost as effortless as walking. It simply costs 2 EP each time a deztunian wishes to climb or cling to a wall or cling to a ceiling.

Danger SenseDefensive Ability

This ability allows your character to sense if there is any danger in a room or around the corner before opening that door or going around that corner. It doesn't let you know what the danger is, just that there is danger ahead. This is a permanent effect ability

Quick EvasionMomentary Ability

This ability allows you to quickly make a second split-second evasion attempt. With this ability you can make a second Evade Check, which is useful if you failed your first or if the attack consists of more than one hit, such as 2-Hit Combo. Since you are quickly trying to dodge again, you take a -5 penalty to your Evade when using this ability.

Removes Spiritual Placement DeathRacial Ability

This ability improves the Spiritual Displacement racial ability so that instead of your character dying when your character's EP reaches zero, your character will automatically be returned to your character's body when your character's EP falls below 10. This increases the stat cost of the Spiritual Displacement ability to 20 EP to activate and 10 EP per round. You must purchase this ability to have it, you can do so by spending 100 skill points.

2. Basic History

Talusians were said to originally have been an attempt to clone the xodian race near the end of the First Era. Using the advanced sciences of the era and the power of the Power of Zodo, Xerxes Zodo created them as an attempt to clone and make more xodians. Only what he had gotten was a race that could change form. He called this race Talusians. Talusians have since been a mistrusted race, despite the fact that many of them did work against Xerxes Zodo.

3. Positives & Negatives

Talusians are natural shape-shifters. From the time they are born they learn their first polymorph, and from then

Quick List of Modifiers

+2 to Success Rate+1 to Battle Support Actions+5 to Fortitude+5 to SA+5 to Magic Power+5 to Critical Magic %
Flat MR of 10

on they prefect their art until the day they die. However having shape shifted for so long they have no real form of their own, no real identity, thus must steal the forms of others. They also have no real strengths, and cannot take the strengths of those they resemble, though they can take on any special movement advantages, such as flying, teleporting, dashing, or swimming.

Talusians benefit from a bonus of + 2 to Success Rate, + 1 to Battle Support Actions, +5 to Fortitude, + 5 to SA, + 5 to Magic Power, and + 5 to Critical Magic %. Talusians also have a natural Flat MR of 10 . Talusians are shape shifters and their shape shifting skills make them great spies, adventurers, and treasure hunters.

4. Lifespan

Talusians have three stages of life. The first stage, which last from child-birth until they reach the age of 13, is called their childhood. During this time they are completely dependent upon their parents for support, and are still developing certain skills needed for survival as well as their shape shifting abilities.

The second stage, which last from 13 until 21 is their adolescence. It is at this stage in their life they begin trying to develop just who they are, and where they fit into this world. They also become anxious and seek more and more independence and tend to rebel against their parents. Though they are not yet considered full-fledged adults, some leave their parents in this stage.

Their final stage, adulthood, last from 22 until death. During this stage most talusians are already separated from their parents and rarely keep close ties with them. They generally have become more matured and stopped their growing and developing by now. Their death can be painful or painless.

5. Appearance

Talusians are tall and skinny in their main adapted form. They typically all resemble a generic human, bearing white hair, and pupil-less eyes. Even when they shape shift, any form they take still leaves them with pupil-less eyes.

6. Living Habitat

7. Food & Sleeping Requirements

Talusians require one meal every three days, though can and usually will eat several times a day. They need to sleep at least 6 hours (one 1/2 cycle) every night or suffer from fatigue (-5 from endurance per missed hour).

8. Culture

9. Racial Relations

Talusians often try to work well with other races, even when the other race distrusts them. Sometimes a Talusian will take the form of the race they are trying to work well with to help ease the other race’s distrust of them. They are even willing to work with xodians when others wouldn’t be so willing. Like most races however they are fearful of the orc and are hateful of the Ascian Elf. They are also distrustful of the Dark Elf.

10. Racial Skills & Abilities

Skill

Effect

Stat Cost

Range & Area

Duration

Skill Points to Skill Mastery

Prerequisites

Mastery

Shape ShiftingRace

Allows the user to take the form of beings encountered. You must successfully take the form of the being upon encounter to gain that shape. The form cannot double or be smaller than your normal size and must be a living form.

10 SA,
1 support

self

user defined

2 skill points =
1 skill mastery %

N/A

10%

PolymorphingRace

Allows you to take the form of inanimate objects. The form cannot double or be smaller than your normal size.

15 SA;
1 Support action

self

user defined

3 skill points =
1 skill
mastery %

Shape Shifting mastered

0%

Partial
PolymorphingRace

Allows you to change parts of your body into any form who's properties are known. With this you could for example change your arms into wings or weapons. Body part changed cannot exceed normal ranges.

40 SA;
1 Support action

self

user defined

3 skill points =
1 skill
mastery %

Polymorphing, Polymorphous
Enlightenment
mastered

0%

Polymorphous
EnlightenmentRace Ability

Allows you to learn one observed racial skill at 5%. You must take the form of the target to learn the skill and practice the skill, but you can use in any form once mastered if you have the anatomy needed. It cost you 5 SA to use this ability when you want to learn a racial skill.

ActingCharacter Ability

This ability allows you to falsely preform emotional responses. This increases your Luck by 20 against detection of lying. This is a permanent effect.

Poker FaceCharacter Ability

This ability increases your luck by + 10 when you are bluffing to aid in fooling the other person. This is a permanent effect ability.

Enhanced Polymorphous
EnlightenmentRace Ability

This ability improves the Polymorphous Enlightenment ability, increasing the starting rate of the learned observed racial skill to 25% but increasing the stat cost of the ability to 15 SA. You must purchase this ability to have it, you can do so by spending 80 skill points.

2. Basic History

Xodians are said to be the race of the gods. It has always been believed among their race that they are the shepherds of the other races. Throughout history many xodians have taken this belief to mean they should look after other races and help them achieve greatness, however there are those who follow the ways of Zodo and believe other races are there for the harvest and are nothing more than domesticated animals meant to be used as slaves. Throughout history some xodians have even proclaimed to be Zodo in flesh. Most xodians come from those that were made into xodians during the Great Magic War. Only one family of xodians is pure, original xodians, that being the Mercleis family.

3. Positives & Negatives

Xodians are indeed an intelligent and powerful race. They fare better than others in most trades, especially in the

Quick List of Modifiers

+1 to Success and Failure Rates when using magic+3 to Success Rate+1 to Failure Rate+1 to Battle Magic Actions+15 to Magic Power+10 to Critical Magic %+1 to Initiative
Flat MR of 20

Saga of Ablution: +10 Magic Stability

magic trade. Plus they are able to travel though the shadow realm and the more powerful xodians can even enter another’s mind. However xodian’s beliefs have often alienated them against other races. Other races either do not trust them, or despise being treated as inferiors. Because of this xodians often have a more difficult time gaining other’s trust, and even being treated fairly by other races.

Xodians benefit from bonuses of +1 to Success Rate and Failure Ratewhen using magic, +3 to Success Rate, +1 to Failure Rate, +1 to Battle Magic Actions, +15 to Magic Power, +10 toCritical Magic %, and +1 to Initiative. Xodians have a natural Flat MR of 20 . Xodians have incredible mental abilities and can shadow walk, making them great as wizards, scholars, and rogues.

4. Lifespan

Xodians have only two cycles of life. The first cycle is known as the growing cycle, which last from birth until 25. During this cycle the xodian learns how to survive and begins to form in appearance. A xodian will live with their mother until he or she is 15 years old. When the xodian reaches 15, he or she will then be required to go out and find another home.

When a xodian reaches 25, their body ceases aging and changing. A xodian will never look any older than 25 unless changed by a time elemental. A xodian never faces death from old age.

5. Appearance

Xodians typically appear human. Their hair color is usually in shades of brown or black, though there have been some dark blonds They have either red, purple, silver or yellow eyes. They are usually a small or medium build, never really buff nor fat. Xodians have no real ways in which they have their hair, some have it long, some have it short. Xodians are incapable of growing bodily or facial hair. Xodian women all bear a certain enchanting glow about them and are said to have youthful beauty.

6. Living Habitat

7. Food & Sleeping Requirements

Xodians do not require sleep, but do usually sleep a full night cycle to recover spent energy. Xodians enjoy a variety of diets that are not high in fat, consisting of a little meat, lots of grains, vegetables and fruits, and plenty of water. Xodians typically will not be found drinking anything but water.

8. Culture

Xodians as a whole do not have a one defined culture. Instead Xodians typically act accordingly to their upbringing and the environment they live in. Xodians living in areas that are mainly human (or other races) typically are more considerate towards the other races and will usually attempt to be helpful, even if only to prove they are not bad people. Xodians living in only xodian societies tend to be disdainful towards other races, viewing them like domesticated farm animals. Xodians see no need in celebrations or festivals, and if a xodian is religious, they tend to be monotheistic in their beliefs. Many xodians are atheist.

Xodians greatly value the family name and place a great deal of importance on it. The family name for a xodian is to be honored. First names often are passed down through the family, skipping generations to provide for some variety. Sometimes xodians are named after great heroes of the past or those that their parents greatly admired and respected – which typically is another xodian.

9. Racial Relations

For the xodian, racial relations are often very difficult. Those that feel they are the protectors of others strive hard to overcome racial boundaries with little or no success. Most of this problem is because of those xodians who are in the mind-set that other races are nothing more than domesticated farm animals. The shepherd/protector type will often willingly work with any race as long as they feel those they are trying to help are sincere. The other type of xodian could care less what other races or other people think of him, for he would see them as nothing more than farm animals after all.

10. Racial Skills & Abilities

Skill

Effect

Stat Cost

Range & Area

Duration

Skill Points to Skill Mastery

Prerequisites

Mastery

Mind TravelRace

Allows the user to leave their body and travel into another's mind, temporarily being able to control that target. The target may make a Will check to try to avoid this. If the user's EP runs out before returning to their body, the user dies.

20 EP
+ 5 EPper round

10 hex affecting 1 target

user defined

3 skill points =
1 skill mastery %

Have used Shadow Walk 50 times and Mind Speak 25 times

0%

Mind SpeakRace Ability

Allows the user to speak into another person's mind using their mind, no mater how far away the other person is. It cost you 10 SA per minute of conversation per target.

Shadow WalkRacial Ability

Allows the user to disappear into and navigate the area through the shadows at normal movement rates, and reappear from the shadows when their movement is complete. It costs 5 EP.

Removes Mind Travel DeathRace Ability

When using this ability with the Mind Travel racial skill, instead of your character dying when your character's EP reaches zero, your character will automatically be returned to your character's body when your character's EP falls below 10. When using this ability with the skill, it increases the skill's cost by x 1.5. You must purchase this ability to have it, you can do so by spending 100 skill points.

3. Positives & Negatives

Dwarfs are kind and honorable. These short people have a lot of strength built up inside of them. And being

Quick List of Modifiers

+10 to Strength+1 to Success Rate when using crafting or offensive skills+10 to Fortitude +1 to Battle Defense Actions+10 to Melee-2 to Initiative
Flat PR of 5

Saga of Ablution:-5 to Magic Stability

so short, they can fit into places that other races cannot. But being short does have it’s disadvantages. A dwarf is slow and clumsy. They tend to be the last one to move in battle, unless accompanied by an orc, and have a hard time doing normal tasks such as carrying multiple things in their arms and climbing.

Dwarfs benefit from bonuses of +10 to Strength, +1 to Success Rate when using crafting or offensive skills, +10 to Fortitude, +1 to Battle Defense Actions, and +10 to Melee. They have a penalty of -2 from their Initiative. Gray Dwarfs also have a natural Flat PR of 5 . Dwarves are immune to being knocked back or knocked down. Dwarfs make great traders, merchants, and warriors.

4. Lifespan

Dwarfs have two stages of life, childhood and adulthood. Childhood is a time of growth starts out at the same rate as human children but slows down by the age of 5 so that a dwarf stays considered a child until they are 20. The child is completely dependent of his/her parents for every need. This is the stage the dwarf learns to take care of himself.

During adulthood, which last from 20 until death, the dwarf leaves his parents and tries to make his own way in the world. Dwarfs can still depend on their parents, in fact dwarfs usually live very close to their parents. A dwarf usually doesn’t search for a wife until he is 128. Dwarfs reach their middle age when they are 200 years old, but don't become an elder until they are 600 years old.

Female dwarfs die 100 years before male dwarfs, basically because of the childbirth process that takes so much energy from them. If a female does not ever conceive a child, the female will live to be the same age as the male dwarf. When a dwarf reaches their max age, they die of a severe stroke.

5. Appearance

Dwarfs are short and chubby and have tanned, coarse skin. When a dwarf grows a beard, they never cut it off or shave it, whether they are male or female. A beard is a dwarf’s symbol of strength. They have either black, gray, or green eyes that are basically an oval shape. Their hair is usually gray, black, or red, and is long and matted. Dwarfs value bodily hair growth, so most have hair on their back, in their arm pits, on their legs and arms, and on their chest, whether they are male or female.

6. Living Habitat

7. Food & Sleeping Requirements

Dwarfs must have 4 meals each day consisting of meat and fungus, and drink rum with each meal. They must sleep at least 1/2 a cycle or they will suffer from fatigue (-5 from endurance per missed sleep hour).

8. Culture

Dwarfs all appreciate the values and virtues of hard work. They cherish their crafts and handiwork, and the metals they work with. They tend to be a bit stingy though if they give you a gift, no matter how small or how grand, and you don’t accept it, they take that as a serious offense. They celebrate family and honor and trust above all others and are typically of a monotheistic belief.

Dwarfs make use of the family name as their surname now days, but this is a recent custom that only started during the Second Era. Their family names originally came from what craft they were a part of or something they were famously known for. First names are chosen much like with any other race, they pick a name they like and give it to their offspring. Typically it is the father that names the children, and this is done only when the child turns one. Before that time the child is simply known as “Baby Dwarf”.

9. Racial Relations

Dwarfs tend to relate well only to like-minded races. They have good relations with the Humans. Dwarfs are very distrustful of all elves, and have a very deep hatred for the Dark Elf. They will work with to some extent with anthropoids, but are distrustful of the beast men. They are also distrustful of all other races.

10. Racial Skills & Abilities

Using this skill allows you to absorb ½ of the physical damage, having only 1/3rd of it affect your EP. This is a free action.

1 /3rddamage to EP

self

instant

1 skill point =
2 skill mastery %

10%

Damage RedirectTier 1

Allows you to redirect 25%, 50%, 75%, or all of your stored damage into your melee strike, increasing your damage dealt by that amount. This is a free action.

N/A

weapon range

instant

1 skill point =
2 skill mastery %

10%

HaggleTier 1Racial Bonuses Applied

This skill allows you to negotiate for 30% off of the asking price of an item or service, if you are the customer. If you are trying to sell the item or service, you can use this skill to negotiate for a 25% increase of the asking price. This is a free action.

2 SA

1 item in hands

instant

1 skill point =
2 skill mastery %

50%

Damage StoreSupport Ability

This ability allows you to store your absorbed physical damage so that you can release it later with the Damage Redirect skill. Using this ability to store absorbed damage costs 25% of the stored damage to EP per round.

Weapons Mastery - AxesOffensive Ability

This ability increases the damage that you can do with your weapon because you are now more proficient with that weapon. It does so by increasing the weapon's attack value by + 5. These effects are permanent. Axes specialty applied.

Quick EnduranceRacial Ability

Occasionally the Dwarf will need a boost of extra EP. The Dwarf can get that by using this ability. Using this ability the Dwarf can exchange SA for EP at a cost of 2 SA per 1 EP.

Low Light VisionRacial Ability

Dwarves are used to working and living in areas of limited light, so while they can't fully see in the dark, they can see better than most. Their eyes quickly pick up the slightest light sources allowing them to make out basic details in shades of gray.

Armor HardeningRacial Ability

Dwarfs can use their great knowledge of armor and metals to temporarily increase the protective ability of their armor. By using this ability, the Dwarf can exchange SA into a Flat PR or MR rate of their choosing at a cost of 5 SA per 1 Flat PR or MR point. The effect lasts for 6 rounds and this ability cannot be used again until the effect wears off. Also this ability can only provide a max Flat PR or MR of 100.

Master CrafterRacial Ability

When crafting you may spend skill points to increase the effectiveness of the weapon or armor. Every 5 skill points you spend can increase an item's Durability by 5 or an armor's PR or MR by 1. You can increase a weapon's damage power by 1 for every 10 skill points spent as well. These increases are permanent.

Axe BerserkRacial Ability

Dwarfs are masters of the axe, and can use the axe better than most other races. As long as the Dwarf wields an axe, he or she can use this ability. When using this ability you need to spend 5 EP and make a Speed Check with a 10 point bonus. If you spend 10 EP you will get a 20 point bonus, but no higher. If successful, your character will be able to make 2 normal attacks with the axe using only 1 attack. If you make a critical success on the Speed Check ( roll a 001), your character will make 4 normal attacks with the axe using only 1 attack.

Dwarven ProspectorRacial Ability

Dwarves are naturals at prospecting for new mines. They can easily sense the mineral or ore that they are looking for if they are nearby it. The dwarf simply needs to think on the type of ore he or she is looking for and if the dwarf is within 50 feet the dwarf will have a distinct ringing in the ears sensation, which will get louder as the dwarf gets closer. If the dwarf is a geomancer, multiply the range by the tier level of the dwarf's highest tier spell, with tier 1 being x 1.5.

2. Brief History

Wood Elves are a variety of elf that thrive in woodland areas. Elves were despised and hunted down by the dark god of greed, Zodo, and thus there numbers are flaunting. The wood elf, however, escaped much of this and remains in good numbers. This is mainly because of their exceptional survival, hiding, and tracking skills.

3. Positives & Negatives

Wood elves are excellent hunters bearing keen eyesight that allows them to see a mile away under good

Quick List of Modifiers

+2 to Success Rate when using projectile or support skills+15 to Perception %+5 to Bow's Range+10 to Bow Power+5 to Will +10 to Aim+10 to Critical Hit % when using a bow

conditions, and keen hearing that allows them to hear the slightest whisper. Their disadvantages are more related to their customs and behavior. Wood Elves suffer from extreme xenophobia. Because of this, wood elves do not make great travel companions. Their stubbornness and prejudices will lead them to their death if they travel with any of another race. Wood elves can start with a small mammal pet.

Wood Elves benefit from bonuses of +15 to Perception %, +2 Success Rate when using projectile or support skills, +5 to Bow Range, +10 toBow Power, +5 to Will, +10 to Aim, and +10 to Critical Hit %when using a bow. All elves are immune to sleep and to poisons that deal 1d20 or less damage, with higher poisons dealing half damage. Wood Elves who are geomancers also have their magic effects (healing or damage) increased by +10 .

4. Lifespan

Elves have three stages of life. The first stage, childhood, last from birth until 14. During this stage the young elf grows and develops its many skills needed for survival, though just a tad slower at developing than a human. The young elf stays at home during this stage.

The second stage, becomance, last from 15 until 25. During this stage the elf leaves his parents and lives with relatives. This is their adolescence, when they develop into young men or women.

The final stage, adulthood, last from 26 until death. During this stage the elf must first become accepted into the elfin culture, which varies from tribe to tribe, and then is allowed to live on his or her own. It is also during this stage that an elf may find a spouse. According to elfish law, the female must persuade her love to court her. After which it is up to the male to marry her. Elves never seem to change much during their adult hood until they reach around 350 to 400 years old. Then they begin to age quickly and look elderly. Death comes naturally and expectantly to the elves.

6. Living Habitat

7. Food & Sleeping Requirements

Elves require 3 meals a day consisting of fruits, vegetables, fungus, small fowl and woodland creature, and water. They must sleep a full night’s cycle every night or suffer from fatigue (-5 from endurance per missed hour).

8. Culture

Wood Elves typically keep to themselves and have the mentality of tribe over family, self, or nation. Most wood elf settlements are single clan settlements. They are also very fundamental with their believes. Wood elves celebrate the changes of the seasons, personal victories, birthdays, and tribal celebrations.

Wood Elves do not use last names. Instead, when referring to themselves, they will often give you their first name followed by “son of” and their father's name. First names typically reflect nature in some way or form.

9. Racial Relations

Wood Elves suffer from severe xenophobia, but notably their xenophobia is not as bad as that of their ascian brothers. For this reason, wood elves only get along with other elf races except the dark elf, frontier humans whom they view as being elf-like, beast men and anthropoids for their similar love of nature, and races of lore.

10. Racial Skills & Abilities

This skill allows you to hide, decreasing the enemy's Perception % by – 10 when trying to find you.

2 SA;
1 support action

self

instant

1 skill point =
2 skill mastery %

50%

Tame Small MammalTier 2

This skill allows you to tame a small mammal type beast so that the beast will fight for you for the remaineder of the battle. To keep the tamed beast, you must use the Keep Familiar ability.

15 SA;
1 support

weapon's range affecting 1 target

duration of battle

1 skill point =
1 skill mastery %

15%

Tame Small FowlTier 2

This skill allows you to tame a small fowl type beast so that the beast will fight for you for the remaineder of the battle. To keep the tamed beast, you must use the Keep Familiar ability.

15 SA;
1 support

weapon's range affecting 1 target

duration of battle

1 skill point =
1 skill mastery %

15%

BlendRace

Allows the wood elf to blend in with natural environments, giving targets a -25 penalty to their perception to find you. This is a free action.

15 SA; Free Action

self

1 round

2 skill points =
1 skill mastery %

35%

Keep FamiliarCharacter Ability

This ability allows you to keep a tamed beast as a pet after battle, permanently. You can keep up to 4 tamed beast as a pet at any and all times. It cost 5 SA to use this ability and must be used at the end of the battle on the tamed beast that you want to keep.

Familiar Mind MeldRacial Ability

Wood Elves are so deeply connected to nature that they can become one with their familiar. By spending 5 SA the wood elf can know, see, hear, feel, and smell everything that their chosen familiar does for up to one hour.

Animal TalkCharacter Ability

This ability allows you to communicate with animals. Simply spend 1 SA for each minute/round of communication with the animal.

Identify AnimalSupport Ability

This ability allows you to accurately identify the animal you are facing, understanding what it is and what its base stats are. You simply spend5 SA each time you wish to use this ability.

Better Elven Archer

Racial Ability

Gives a +1 to success rate and fail rate modifier for when using archery, gun, tracking, or hunting type skills. Gain +2 to Bow's Range. Gain +5 to Aim. This effect is permanent. You must purchase this ability to have it, you can do so by spending 100 skill points.